I was looking around and couldn’t find out how to move to the ending_event after having my lord talk to an NPC character (Kind of like talking to Fargus in fe7). I’ll attach my code below just in case.
#define DISABLE_TUTORIALS
#include EAstdlib.event
EventPointerTable(0x39,Pointers)
ORG 0x010FAA00
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN TrapData TrapData
POIN Bad Bad Bad Bad
POIN Good Good Good Good //Same order as the above line, but we probably don't need to differentiate between them
POIN Opening_event Ending_event
EliwoodNM:
EliwoodHM:
HectorNM:
HectorHM:
UNIT
Good:
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [0, 24] [2, 23] [0x09] [0] //Lydus
UNIT 0x27 0x03 0x00 Level(8,Ally,True) [0, 24] [1, 23] [0x1F, 0x8D, 0x6B] [0] //Jordon
UNIT 0x1E 0x3D 0x00 Level(6,Ally,True) [0, 24] [2, 24] [0x14, 0x15, 0x6B] [0] //Alexandra
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [0, 24] [1, 24] [0x01] [0] //Ramona
UNIT 0x1C 0x0A 0x00 Level(4,Ally,True) [0, 24] [0, 22] [0x01, 0x05, 0x6B] [0] //Nevin
UNIT 0x15 0x2F 0x00 Level(2,Ally,True) [0, 24] [0, 23] [0x2C, 0x6B] [0] //Cat
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [0, 24] [3, 24] [0x03, 0x17, 0x6C] [0] //Randall
UNIT 0x1A 0x3C 0x00 Level(4,Ally,True) [0, 24] [1, 22] [0x01, 0x6A] [0] //Gabriel
UNIT 0x2C 0x12 0x00 Level(5,Ally,True) [0, 24] [4, 23] [0x1F, 0x28, 0x6B] [0] //Briek
UNIT 0x25 0x28 0x00 Level(3,Ally,True) [0, 24] [4, 24] [0x01, 0x16] [0] //Simon
UNIT
Bad:
UNIT 0x21 0x26 0x01 Level(4,Enemy,True) [12, 9] [12, 9] [0x44, 0x5C] [0x03,0x03,0x09,0x20] //Malacoda D
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [14, 13] [14, 13] [0x16] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [15, 13] [15, 13] [0x03] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x3B 0x14 0x00 Level(10,Enemy,True) [10, 10] [10, 10] [0x14] [0x00,0x03,0x09,0x00] //Knight R
UNIT 0x3B 0x14 0x00 Level(11,Enemy,True) [1, 16] [1, 16] [0x14] [0x00,0x03,0x09,0x00] //Knight R
UNIT 0x43 0x38 0x00 Level(11,Enemy,True) [0, 18] [0, 18] [0x14] [0x00,0x03,0x09,0x00] //Soldier R
UNIT 0x43 0x38 0x00 Level(11,Enemy,True) [2, 17] [2, 17] [0x14] [0x00,0x03,0x09,0x00] //Soldier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [8, 16] [8, 16] [0x03, 0x16] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x38 0x0A 0x00 Level(8,Enemy,True) [6, 20] [6, 20] [0x03] [0x00,0x03,0x09,0x00] //Merc R
UNIT 0x39 0x0E 0x00 Level(7,Enemy,True) [5, 19] [5, 19] [0x01] [0x00,0x03,0x09,0x00] //Myrm R
UNIT 0x39 0x0E 0x00 Level(7,Enemy,True) [11, 19] [11, 19] [0x01] [0x00,0x03,0x09,0x00] //Myrm R
UNIT 0x3E 0x20 0x00 Level(9,Enemy,True) [8, 20] [8, 20] [0x38] [0x00,0x03,0x09,0x00] //Mage R
UNIT 0x3F 0x24 0x00 Level(10,Enemy,True) [11, 21] [11, 21] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x3F 0x24 0x00 Level(11,Enemy,True) [18, 20] [18, 20] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x3A 0x12 0x00 Level(11,Enemy,True) [17, 22] [17, 22] [0x1F] [0x00,0x03,0x09,0x00] //Fighter R
UNIT 0x3F 0x24 0x00 Level(12,Enemy,True) [20, 23] [20, 23] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [18, 18] [18, 18] [0x03] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x3C 0x18 0x00 Level(11,Enemy,True) [19, 21] [19, 21] [0x2C] [0x00,0x03,0x09,0x00] //Archer R
UNIT 0x3F 0x24 0x00 Level(11,Enemy,True) [1, 11] [1, 11] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x3B 0x14 0x00 Level(12,Enemy,True) [0, 13] [0, 13] [0x16] [0x03,0x03,0x09,0x20] //Knight D
UNIT 0x3A 0x12 0x00 Level(11,Enemy,True) [2, 10] [2, 10] [0x1F] [0x00,0x03,0x09,0x00] //Fighter R
UNIT 0x3F 0x24 0x00 Level(11,Enemy,True) [5, 11] [5, 11] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x43 0x38 0x00 Level(11,Enemy,True) [18, 14] [18, 14] [0x14] [0x00,0x03,0x09,0x00] //Soldier R
UNIT 0x3F 0x24 0x00 Level(10,Enemy,True) [27, 12] [17, 12] [0x37] [0x00,0x03,0x09,0x00] //Shaman R
UNIT 0x29 0x3A 0x00 Level(12,NPC,True) [8, 4] [8, 4] [0x1F, 0x20] [0x03,0x03,0x09,0x20] //Orcus D
UNIT
FinalScene:
UNIT 0x29 0x3A 0x00 Level(12,NPC,True) [8, 4] [8, 4] [0x1F, 0x20] [0x03,0x03,0x09,0x20] //Orcus D
UNIT 0x03 0x01 0x01 Level(3,Ally,True) [9, 4] [9, 4] [0x09] [0] //Lydus
UNIT 0x1E 0x3D 0x00 Level(6,Ally,True) [8, 6] [8, 6] [0x14, 0x15, 0x6B] [0] //Alexandra
UNIT 0x27 0x03 0x00 Level(8,Ally,True) [10, 5] [10, 5] [0x1F, 0x8D, 0x6B] [0] //Jordon
UNIT 0x0A 0x29 0x00 Level(2,Ally,True) [11, 3] [11, 3] [0x01] [0] //Ramona
UNIT 0x19 0x2A 0x00 Level(1,Ally,True) [12, 4] [12, 4] [0x03, 0x17, 0x6C] [0] //Randall
UNIT
HaltPrisoners:
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [1, 22] [0x16] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [2, 22] [0x03] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [3, 23] [0x16] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [4, 24] [0x03] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [5, 23] [0x16] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT 0x40 0x28 0x00 Level(13,Enemy,True) [1, 24] [2, 23] [0x03] [0x00,0x03,0x09,0x00] //Cavalier R
UNIT
Turn_events:
TURN 0x00 RemoveBlack [01, 01] 0x00 0x00
END_MAIN
RemoveBlack:
OOBB //Makes Black go away
CAM1 [12, 9] //Moves Camera Up
TEX1 0x867 //Stay Alert Text
REMA
ENUN
Character_events:
CHAR 0x0E EndChapter 0x03 0x29 0x000000
END_MAIN
Location_events:
Village(1,ThankallForComing,3,15)
Armory(ArmoryData,15,12)
Vendor(VendorData,12,15)
END_MAIN
ThankallForComing:
MUSI
FADI 10
BACG 0x02
FADU 10
TEX1 0x81B
REMA
MUNO
ITGV 0x28
REMA
ENDA
Misc_events:
CauseGameOverIfLordDies
END_MAIN
Opening_event:
CMOF //Turns Camera Follow off
LOU1 Bad //Loads Guys Occupying Village
ENUN //Waits to load
OOBB //Ends Start Screen Fade to Black
CMON //Turns Camera Follow On
LOU1 Good //Loads Good Units
ENUN //Waits to Load
CAM1 [12, 9] //Moves Camera
TEX8 0x865 [05,05] //Brown Text Title
STAL 40 //stalls
CURF [12, 9] //Flashes on curser on coordinates
RETB //Clears TeXt8
TEX1 0x866 //We need to get past them text
REMA //Clears Screen
ENDB //Ending for Prep Screen
END_MAIN
EndChapter:
TEX1 0x9D2 //Ending Chapter Text
ENDA
Ending_event:
FADI 10 //Starts Fadin
UnitClear //Clears Units from Map
ENUN //Waits to Load
LOU1 FinalScene //Loads End cutscene units
FADU 10 //Fadeout starts
TEX1 0x868 //Everyone get in Text
REMA //Removes Text
MOVE [8, 6] [1, 1] //Moves Alexandra
MOVE [10, 5] [3, 1] //Moves Jordon
MOVE [11, 3] [4, 2] //Moves Ramona
MOVE [12, 4] [0, 4] //Moves Randall
ENUN //Waits to load
TEX1 0x869 //Im scared Text
REMA //Clears Text
LOU1 HaltPrisoners //Loads Daroh Pursuers
ENUN //Waits to Load
STAL 30 //Stalls for 30
CAM1 [9, 8] //Moves Camera Back up
TEX1 0x86A //Time to go text
REMA //Clears text
MOVE [9, 4] [2, 0] //Moves Lydus
MOVE [8, 4] [2, 4] //Moves Orcus
ENUN //Waits to Load
MoveToChapter(0x0E)
ENDA
ArmoryData:
SHLI 0x01 0x03 0x14 0x16 0x1F 0x20 0x2C 0x2D
VendorData:
SHLI 0x37 0x38 0x4A 0x6B
TrapData:
ENDTRAP